Kingmaker Adventure Path

Dakkon Fall

Of all the sons in the Raelthim house Dakkon had outlived each one. The estate his father left him when his obsession with power finally snuffed him from the world was a pallid amount. Once many years ago, the Raelthim name was synonimous with power and wealth. Indeed they had controlled a vast stake in the decision making body of the Chelish empire. Part of Dakkon wanted to follow in Shadaru’s footsteps, and pledge service to Cheliax. The voice drove him to more dangerous ambitions, however, and the conquest of Taldor and Ulef would have to wait. Yes… the voice, the voice that guides all who walk in the shadows breadth. Masaat. Although he cannot, to this day, remember whence the black blade came into his possesion; he is certain that it’s infernal captor has been guiding him from the moment he weilded it first.

Brevoy was an interesting myriad of elements. on one side there was the lazy countryside of Restov, happily set in there ways and nothing to concern themselves with immediately. On the other side, the Sword Lords that ruled the area wish to devolpe the Stolen Lands. They sought out conflict, in order to expand thier horizon. It was much the same way Cheliax had come to instigate to Everwar, only this time it was bandits and monsters that needed slaying, instead of sovriegn land owners and soldiers.

This air of calm, Dakkon could sense, was indeed before the storm. Through Masaat’s influence he could sense the inpending river of blood that would soon wash over this land. He needed to ensure he was at it’s mouth so that the sleeping dragon could drink again. In the back of his mind, Dakkon knew this would not end well for him, he could no longer resist the power of the blade. Upon entering Restov he learned that the Sword Lords were hiring mercenaries to clear the stolen lands of the Stag Lord and his motely crue of bandits. He signed up with the second group he encountered, as the first seemed a bit to unstable even by his standards…

Note: Yesterday, I kind of “shoe horned” pathfinder society character Shamus Ravenfeather (6 Druid, Society # 24366-1) into the adventure. I thought the party might have trouble with the Kobold cave (which turned out to not be a Kobold Cave) since we had only three players and no healing. I was wrong, the party handled everything with minimal need for druidic intervention. What did happen was that Mike attacked him which put me in an awkward position for two reasons:

1) He’s my “Flag Ship” pathfinder character and I would hate to see him die
2) Shamus and his armor wearing dire tiger animal companion could have probably killed the entire party

I was thankfully able to side step the issue because he failed his sense motive roll. I’m sorry for underestimating the party!

Big news at the trading post: the pit is completely filled in and then some. The kobolds have started building on the second story of the guest house and Dakkan (Mike) now owns the annexed storage shack legally. Thomas (Jim) and Tuk Tuk (Will) tricked Oleg into selling it for 30 gold, using only some dice and a cleverly worded, signed contract. Dakkan cerebrated his new ownership by ingesting lotus blooms and setting himself on fire (kobold putting it out with water and pee.) Also, Oleg was completely healed! A mysterious trapper came by while the heroes where sleeping and healed him back to full heath.

As the party was about to head out to the Kobold cave the potion dealer told them about the mysterious stranger shows up at the camp. He was wearing dragon mail full plate armor and introduced himself as an Eagle Knight of Andor. After a short conversion the Knight demonstrated his shape shifting abilities and informed the party he would meet them near the cave since his own mission is around that area. The party tried to talk him out of it but he couldn’t be reasoned with. The party had no choice but to head out and deal with Eagle Knight Shamus later. Shamus, being distrustful of Dakkan because of his Cheliaxian ancestry, orders his animal companion to "watch him closely ".

The journey was largely uneventful save two interesting happenings. The first one was a chance running into a kobold witch calling herself the “Spider Queen.” She was on a crusade to enthrall or kill a few giant rebel spiders that refused to recognize her as their monarch. The Queen climbed down an abandoned mine shaft and an epic battle ensued between the four giant spiders and the Queen’s spider swarms minions. The party decided to not interfere with the civil war and agreed to check on things once a victor is decided. Two days after “the spider incident” they came across a broken bridge over a wide river being guarded by a single undead. The creature’s intentions where not hostile (to the party). He seeks vengeance on the Stag Lord and demands his body be thrown into his river. Thomas, having a previously established hatred of the undying, disregarded the creatures non-aggresive nature and attacked. After a few blows the monk is denied his sanctification when the undead hopped off the bridge and magically walked on water, moving out of Thomas reach. Disappointed, Thomas is forced to leave but vows to kill “zombie Jesus” at the earliest convenience.

The party finally arrives at the area where the supposed kobold cave should be located but there was no cave…only a large tree. Once they advance closer to the tree the big cat that had been tailing them this whole time leads them to a clearing. There they find a kobold deep in a chemically induced meditation session. Once awoken, the kobold named himself “KEE-bob” and revealed himself to being Shamus contact “within” the Stonescale kobolds. Despite his recent exiling, bob is still well informed about the goings on in the tribe. He tells the party of a pointless ongoing campaign going on between the Stonescale kobolds and the fey creatures know as “mites” living underneath the big tree. The mites had stolen the kobolds religious idol and in response the Stonescale chieftain had declared war on the mischievous fey. Once KEE-bob’s story is complete Shamus appeared and told the party he is a member of the pathfinder society and interested in examining the idol. Thinking that Shamus true motive is to take the idol, the party refuses to let him come along. A long argument in sues but eventually he is allowed to come provided he doesn’t take the idol or anything else in the lair.

As an interesting side note, Tuk Tuk is well known among the stolen land kobold and referred to as “The Gold Giver” by all Stonescale encountered from his point onward.

As they enter the first room the adventurer soon discovers that the mites are no match for them. Shamus kept to his word and took no action other then observing the party at work. After a few chambers filled with recently killed mites and recently freed imprisoned kobolds, the party reached a 20 foot deep chasm. It is here where Dakkan’s treachery is unleashed. Once Tuk Tuk and Thomas safely climbed down the rift the druid began his decent. Dakkan casted a spell and kicked the druid in the face but Shamus didn’t fall. During the instance of face booting Shamus lost control over his tiger and the beast attacked with savage fury; nearly killing Dakkan. Shamus continued his climb down and joined the fight with pair of giant centipedes. Despite there fearsome size the creatures proved to be no match to there combined might. After the business with the centipedes was sorted he climbed back up the wall and he magically healed Dakkan back up to consciousness. When confronted about the attack Dakkan lied and said he meant it as a harmless prank. Shamus believed the story and apologies for his companion’s attacks but was deeply offended by Dakkan incredibly unfunny joke. He left the cave to await the party’s success outside but left his cat to keep an eye on Dakkan…again.

After climbing up the other side of the rift the party discovered the mites’ war room were a meeting between the “generals” was taking place. The tiger, unable to climb down the rift, walked around the cave and appears at the other end of the war room. All the mites in the room charged the big cat. The party took advantage of the distracted mites and launched an attack of there own. Completely disseminating the mites’ numbers until only there high officer, mounted on a giant tick, remained. Even he couldn’t hold out long versus the party’s ranged attacks and the tigers vicious claw, claw, bite. Once killed, the party recovered the idol and a sack of swag. Wasting no time the party and cat began there ascent out of the cave to where Shamus and the freed kobolds awaited them…

Note: Session ended here because it was getting late. Six will pick up right here, at the base of the tree.

At Oleg’s camp the next morning, Thomas (Jim) inquired about the location of the boss of the guards from Restov. He was instead directed to the private first class who was put in charge of the Trading Post’s security while the commanding Sergeant went off boar hunting with his “girl friend” for the weekend. After a quick breakfast the party was about to set out for the bandit camp when the commander of the guard returned. He was clearly drunk and his girl friend was clearly being held against her will. Thomas confronted him about his drunkenness but no action was taken. The guard was silently permitted to carry on with his debauchery while the party left to deal with the urgent matter of the bandit camp.

Thanks to the Fey’s map the party found the camp in short order. The party successfully sneaked into camp and dispatched the five bandits enjoying a late lunch. Unfortunately, the noise of the battle in the camp alerted the bandits on the road. They were lead by the twin hatchet wielding girl friend of the foul mouthed ranger who had been extorting Oleg’s trading post. She organized her large force of bandits into an ambush. The party did much the same. They set up an ambush for when the bandit returned to camp. Thus began a stalemate that lasted over an hour. Both sides waiting for the other to wander into there trap.

The stalemate was broken when Dakkan (Mike) donned a dead bandit’s armor and presented himself as a survivor of the camp onslaught to the leader. The ruse worked and Dakkan was able to lead a few of there number off into the wood in the opposite direction. Once a safe distance away from the main force Dakkan turned on the bandits and engulfed them in magical fire burning them to death. Seeing smoke in the forest and taking it as a sign from Dakkan, the party began there assault. Thomas was the first to emerge from the woods. The bandit where ready with short bows drawn and all let loose. All seven arrows missed there target on there first volley but Thomas was soon riddled with arrows as the archers continued to fire. Nello (James) was next to emerge. He insulted the twin hatchet woman by called her a dyke in hopes of distracting her from the wounded Thomas but he failed. She took out Thomas and rushed for Nello. Acton (Jeff) and Tuk Tuk (Will) soon follow but they kept there distance. Beating the bandit archer at there own game, the two pint sized heroes killed all one by one. Nello was able to overcome the fearsome display of “dyke rage” on behalf of the hatchet women and slew her as well. Thomas was restored to health using a potion found in the camp.

Taking the sole survivor as prisoner the party returned to the Trading Post with the spoils of their victory. A fair bit of gold and gear lifted from the bandit and a wagon full of trade goods. Once at camp Thomas confronted the commanding Sergeant again. The incompetent guard is to be sent back to the city and the private first class is to be promoted…as soon as the paperwork clears. Elsewhere, Dakkan ordered some specially supplies that are to be delivered to the post in a few weeks and he commandeered the post’s supply shed for his own personal use. Fearful of Dakkan wrath, Oleg’s wife allowed him to padlock and claimed there property. She simply ordered the unoccupied kobold work force to build a new one. The kobold’s womenfolk are close to filling in the pit trap hole…having worked without food or sleep since the party left a few days ago. As per Tuk Tuk’s orders, they shell henceforth be allowed one hour of rest per day.

The party learned from the prisoner the location of the Stag lord’s fort but killed him before getting more details.

NOTE: After this point the party cleared “the trap filled glad” of traps, explored a few empty hexes, and found a hut of a potion maker named Bokken, They discovered the location of a cave filled with kobolds…which the party intends on raiding and added them to there Trading Post kobold work crew.

The party finally set out from Oleg’s Trading Post to carry out there charge: to explore, map, and De-monster/bandit-fy the Green Belt region of the stolen lands.
Before they left a monk wandered into the post and joined the champions on there noble endeavor…the three kobold were granted the duty of keeping Oleg’s wife and the post safe from interlopers until the guard from Restov arrived. Seeing how Oleg was laid up with a broken leg and arm.

The party successfully charted six 12 by 12 square miles (hexs) of hostile wilderness. During there journey they encountered four belly-aching kobolds by a radish patch, two giant frogs in a lovely slightly rotten-egg-scented hot spring, and befriend some playful fey creatures by offering them gifts of radishes and opium. The fey gave the party the location of a bandit camp and of an Elk Temple. Choosing to check out the temple, the party discovered the ruins of a shine of Erastil and its accursed guardian. A ferocious insane grizzly bear! The party released the transformed priest from his cursed state by slaying the bear. Once dead the priest soul was set to rest and the temple was briefly restored to its former glory (for 24 hours.)

The party then headed back to the training post to enjoy a brief period of R&R before they venture out into the wilds again to clear out the bandit camp. While the adventurer where away the guards had arrived to protect the post and Oleg is feeling slightly better. He is now able to leave his bed and is no longer rambling incoherent gibberish. The growing workforce of kobolds where rewarded for there efforts and there womenfolk where set to the task of refilling the pit trap hole in the middle of the training post.

The adventure had everything: foul mouth bandits, back-breaking hole digging, a fabulous snake hat, Kobold trappers selling a mostly dead badger, and a stoned man trying to smash imaginary pixies with a hammer. The quest started innocent enough, outside the Cow’s rented house on the morning the group departed for the stolen lands. The Knight Commander brought with him the extra horses and gear promised along with two adventurers who didn’t quite make the cut for the other three charter groups. They where a goblin ranger (Will) and a human inquisitor (Dan,) the party accepted there help and they soon were on the road. Little did they know of the oddity that awaited them at Oleg’s Trading post?

The trip was rather uneventful; they arrived at Oleg’s post about two weeks later. The group was welcomed by the post’s two owners, Oleg Leveton and his lovely wife Svetlana. The couple greeted them warmly and asked if they where the adventurers the city promised to sent to sort out there bandit extortionist problem. As it turns out, the camp has had it wares stolen by local thugs from the nearby Greenbelt on the last day of the month and they had written letters to Restov for aid. When the happy couple where informed there party wasn’t here to help them but to explore and chart the stolen lands they became a good deal less happy. Oleg cursed quietly and went off to do some work and Svetlana was clearly dismayed and pleaded with the party disparately to help. At first the party agreed to help in exchange for 20% of the trade post for as long as it’s operational. Svetlana was not receptive of there extorting offer so the group went out of ear shot to discuss the issue at length.

After a long and tedious talk it was decided that they would indeed help and they came up with a plan of action. They would dig a massive 10 foot deep pit trap in the center of the trading post and Oleg would lead the criminals on top if it. Once they where all situated, a rope would be pulled and the bandits would fall to there deaths. For at the bottom of the pit would be sharpened poison covered wooded stakes and alchemist’s fire. They had two and a half days to set it up, with the bandits arriving sometime on day three. Day one was fairly uneventful, with the warriors stuck with a lot of digging and sharpening of wood. Day two was when things started to go astray.

On day two they had a nice breakfast and when it was off to digging for 12 hours for two of the parity members. The ranger and inquisitor went off to hunt for poisonous creatures to get the poison need for the spikes while the Magus went in side the main house with a wicked plan to make Oleg more receptive to his part as “human bait” in the group plan. The ranger first tried to hunt in the stable but all he got was a small non-venomous spider (which he promptly put in a pickle jar) and his boots covered in horse dung. He took the inquisitor with him for his next attempt. They quickly tracked a small nest of poisonous snakes underneath a broken and overturned wagon. One snake was sunning himself on a rock outside the nest. The two adventurers killed the snake easily with a quick barrage of arrows and the goblin clams his prize, a severed snake head which he took as a stylish new hat. However, shit got real when three more snakes emerge from the nest. The brave champions of Restov decided to make a tactical withdraw and were chased by the rampaging serpents for almost half a mile. The two decided not to tell the rest of the parity of there shameful retreat.

Meanwhile, in the Legion of Doom! (The Trade post). The Magus successfully found Oleg’s stash of triple X rum which he proceeded to spike with enough opium to kill a troll. He also but some opium in the wine he found close to the run and in Oleg’s tobacco. Later, after the hunter’s had returned, a small group of kobold trapper arrived to sell there animal skins and one mostly dead badger to Oleg for there usual fee. Before Oleg could great them the goblin ranger, who just so happened to speak draconic, stroke up a conversion and soon became fast friends. The kobolds greatly admired his snake hat and assumed he was a mighty clan leader. When Oleg arrived he was less then pleased to see them or there dubious wares. He took everything but the badger and give them each a silver coin for the trouble. Also, as per there previous arrangement, he agreed to give them free food and drink in addition to there monetary compensation. As always, the kobolds were to drink his best stock: “XXX Dwarven Fire Rum.”

Dinner was soon served, a three course meal of bear meat with Rum for the kobold and lemonade for everyone else. The goblin was of course invited to join the kobold in drinking “the good stuff,” as befitting a man of his great rank. The goblin ranger was moved by there generosity and announced to Svetlana (who was serving them) that he would gladly pay extra so his companions could drink rum too. Everyone was served the spiked rum and everyone, save the Magus, partook in the fine Dwarven alcohol. Svetlana poured some of the rum in a serving pitcher for the guest to drink and took the rest of the jug in the main house for Oleg. A few minutes later, after the group at the guest table where properly “refreshed”. Yelling and loud banging could be heard coming from the main house, where Oleg and his wife where dining. The Magus was the first to investigate. He discovered the room in complete disarray; with Svetlana hiding underneath the dinner table weeping and Oleg wildly swinging a hammer yelling “Get away from me you vile pixies; I do no want your forbidden love!” The Magus tried to disarm him but took a hit to the forehead for his efforts. The Magus was able to eventually subdue Oleg and handcuffed him to a chair. The Magus then returned back to the table to report his findings. After hearing about the rampaging pixies the fighter (James) ran to the house to slay the creatures. He soon returned proclaiming himself victorious. It was around this time that the goblin agreed to share his snake hat with his new kobold brethren. As soon as the hat was placed on a kobold he declared himself clan chief, grabbed the picture of rum and attempted a hasty escape. The goblin and other kobold give chase, each desiring the sweet sweet rum for their own. The goblin was caught but ended up spilling the rum when he dropped the severing picture. The kobold continued running aimlessly through the camp while the goblin fell instantly asleep, exhausted from his efforts and the rum. Soon after, the rest of the group retired to the guest house.

The next day the bandits came, as expected. Luckily, there was enough time to put the finishing touches on their trap pit before they arrived. Unluckily, Oleg was in no condition to fulfill his role as human bait. That morning, the Magus found Oleg right where he left him; handcuffed to the dinning room chair. When Oleg refused to play his part due to his being violated by malicious fey creatures the Magus beat him unconscious with a chair. That awoke his wife; together they carried him to the bed where the inquisitor could heal him. The party then held a sword to Oleg throat and threatened to kill Oleg if he didn’t help with there plan. This sent his wife into a hysterical rage. She had to be sealed in bedroom and the party was forced to proceed with the plan without the couples help. Even with this major setback the party made short work of the bandit leader, his followers, and his four bloodhounds. The bandit lead was suspicious to be greeted by the camp’s new stable hand, the Magus in disguise, but they blundered into the simple trap all the same. The leader was able to nimbly jump out of the way just in the nick of time but most of his dogs were not so lucky. The dogs died on the spikes while the alchemist fire roasted them, soon the smell of roasted dog fill the trading post. Caught off guard the surviving bandits where put down with minimal effort. The leader was some what of a challenge, yelling insults and dropping a party member before being slain in one hit with a vicious blow.

Once that was sorted, the group went back to the main house to check on the couple and report there victory. Oleg and his wife where glad to hear of the bandits but were obviously unhappy by the mistreatment they befell at the hands of there supposed heroes. Thinly veiling there outage, they offer the party free room and food for as long as they require it. They also encouraged the group to start there mission as soon as possible.

It was a lot of Role Playing, a decent amount of skill checks, and some combat. The city of Restov was nearly burnt to the ground due to a Tengu wizard’s ill-conceived plan to win the right to explore the stolen lands using a fiery display of alchemy and magic. By being instrumental in cowing the rampaging fire elementals, the Knight Commander of the city guard and the Lord Mayor awarded our players the charters plus gave them extra gold to compensate them for their noble service. As far as the city is concerned, the Tengu was a scheming craven who piloted to destroy the fair city and the player’s are the heroes who valiantly stop him. The actual truth of the matter however is not nearly as “cut and dry” as what the people of Restov would have you believe…

The party received 1,500 XP which everyone gets, even people who missed the game. Expect to level up to two after the first encounter in the adventure path. If you have the time please pre-level up your character that way you’ll be a level higher for most of the next game session. We’ll have to come with something in game to explain the “new members” that journeyed with the established party…maybe a short RP encounter during the morning when the party leave Restov for the Stolen Lands.

A blog for your campaign

While the wiki is great for organizing your campaign world, it’s not the best way to chronicle your adventures. For that purpose, you need a blog!

The Adventure Log will allow you to chronologically order the happenings of your campaign. It serves as the record of what has passed. After each gaming session, come to the Adventure Log and write up what happened. In time, it will grow into a great story!

Best of all, each Adventure Log post is also a wiki page! You can link back and forth with your wiki, characters, and so forth as you wish.

One final tip: Before you jump in and try to write up the entire history for your campaign, take a deep breath. Rather than spending days writing and getting exhausted, I would suggest writing a quick “Story So Far” with only a summary. Then, get back to gaming! Grow your Adventure Log over time, rather than all at once.